Version History

2025
2025-11-01  v13.11.0 - Source - The Balance Council
2025-10-01  v13.10.0 - Source - The Balance Council
2025-09-01  v13.9.0  - Source - The Balance Council
2025-08-01  v13.8.0  - Source - The Balance Council
2025-07-01  v13.7.0  - Source - The Balance Council
2025-06-01  v13.6.0  - Source - The Balance Council
2025-05-01  v13.5.0  - Source - The Balance Council
2025-04-01  v13.4.0  - Source - The Balance Council
2025-03-01  v13.3.0  - Source - The Balance Council
2025-02-01  v13.2.0  - Source - The Balance Council
2025-01-01  v13.1.0  - Source - The Balance Council

2024
2024-12-01  v12.12.0 - Source - The Balance Council
2024-11-01  v12.11.0 - Source - The Balance Council
2024-10-01  v12.10.0 - Source - The Balance Council
2024-09-01  v12.9.0  - Source - The Balance Council
2024-08-01  v12.8.0  - Source - The Balance Council
2024-07-01  v12.7.0  - Source - The Balance Council
2024-06-01  v12.6.0  - Source - The Balance Council
2024-05-01  v12.5.0  - Source - The Balance Council
2024-04-01  v12.4.0  - Source - The Balance Council
2024-03-01  v12.3.0  - Source - The Balance Council
2024-02-01  v12.2.0  - Source - The Balance Council
2024-01-01  v12.1.0  - Source - The Balance Council

2023
2023-11-15  v11.11.0 - Source - The Balance Council
2023-10-31  v11.10.5 - Source - The Balance Council
2023-10-17  v11.10.0 - Source - Last official balance changes
2023-09-12  v11.9.0  - Source - Uroboros Part 3 (Heritage)
2023-08-08  v11.8.0  - Source - Balance changes
2023-07-11  v11.7.0  - Source - Uroboros Part 2 (The Tide Rises)
2023-06-06  v11.6.0  - Source - Balance changes (Reworks)
2023-05-11  v11.5.0  - Source - Balance changes (Dragons)
2023-04-13  v11.4.0  - Source - Uroboros Part 1 (Claw and Dagger)
2023-03-07  v11.3.0  - Source - Balance changes
2023-02-07  v11.2.0  - Source - Balance changes
2023-01-10  v11.1.0  - Source - Balance changes

2022
2022-12-06  v10.12.0 - Source - Cursed Toad Part 4 (Sacred and Profane)
2022-11-08  v10.11.0 - Source - Balance changes
2022-10-07  v10.10.1 - Source - Hotfix
2022-10-04  v10.10.0 - Source - Cursed Toad Part 3 (Chronicles)
2022-09-07  v10.9.1  - Source - Hotfix
2022-09-06  v10.9.0  - Source - Balance changes (NG Soldier rework)
2022-08-09  v10.8.0  - Source - Balance changes
2022-07-05  v10.7.0  - Source - Cursed Toad Part 2 (Black Sun)
2022-06-07  v10.6.0  - Source - Balance changes (New Yen & Triss)
2022-05-10  v10.5.0  - Source - Balance changes
2022-04-05  v10.4.0  - Source - Cursed Toad Part 1 (Forgotten Treasures)
2022-03-08  v10.3.0  - Source - Balance changes (Wild Hunt, Swarm)
2022-02-08  v10.2.0  - Source - Balance changes (Resupply Rework)
2022-01-13  v10.1.0  - Source - Balance changes (Draft Rewards)

2021
2021-12-14  v9.6.1  - Source - Hotfix
2021-12-07  v9.6.0  - Source - 12 Card Drop
2021-10-28  v9.5.0  - Source - Regis Journey
2021-10-05  v9.4.0  - Source - Price of Power Part 3
2021-09-02  v9.3.0  - Source - Balance changes
2021-08-03  v9.2.0  - Source - Price of Power Part 2
2021-07-06  v9.1.0  - Source - Balance changes, Sunset Wanderers
2021-06-08  v9.0.0  - Source - Price of Power Expansion
2021-05-06  v8.5.0  - Source - Triss Journey
2021-04-01  v8.4.0  - Source - Balance changes
2021-03-09  v8.3.0  - Source - Familiar Faces
2021-02-09  v8.2.0  - Source - Yen Journey
2021-01-12  v8.1.0  - Source - Madoc, Tooltip fixes

2020
2020-12-08  v8.0.0  - Source - Way of the Witcher Expansion
2020-11-17  v7.4.1  - Source - META SHAKEUP
2020-10-01  v7.3.0  - Source - Artifact Removal, Balance changes
2020-09-01  v7.2.0  - Source - Ability reworks, Balance changes
2020-08-10  v7.1.1  - Source  SK Hotfix
2020-08-02  v7.1.0  - Source - Ciri Journey
2020-07-07  v7.0.2  - Source - Master Mirror Hotfix
2020-06-30  v7.0.0  - Source - Master Mirror Expansion
2020-05-05  v6.2.0  - Source - Balance changes
2020-04-02  v6.1.0  - Source - New Abilities, Journey, Balance (Android is v6.0)
2020-03-03  v5.2.0  - Source - Year of the Wererat, Balance changes
2020-02-04  v5.1.0  - Source - Balance changes

2019
2019-12-13  v5.0.1  - Source - Merchants of Ofir Hotfix
2019-12-09  v5.0.0  - Source - Merchants of Ofir Expansion
2019-10-28  v4.1.0  - Source - Balance changes (29th iOS Release)
2019-10-09  v4.0.3  - Source - Iron Judgment Balance Hotfix 
2019-10-02  v4.0.0  - Source - Iron Judgment Expansion 
2019-08-30  v3.2.0  - Source - Vampire Rework, Balance 
2019-07-31  v3.1.0  - Source - NR Rework, Bronze Rebalance
2019-07-05  v3.0.1  - Source - Syndicate Hotfix
2019-06-28  v3.0.0  - Source - Novigrad Expansion
2019-05-30  v2.2.0  - Source - User Experience Update
2019-04-30  v2.1.0  - Source - Nilfgaard Update
2019-04-04  v2.0.1  - Source - CC Dettlaff Hotfix
2019-03-28  v2.0.0  - Source - Crimson Curse Expansion
2019-02-28  v1.3.0  - Source - Seasonal Trees Update
2019-01-31  v1.2.0  - Source - Thronebreaker Leaders Update
2019-01-10  v1.1.0  - Source - Mulligan Update

2018
2018-12-04  v1.0.1.26   - Source - Console Release
2018-11-07  v1.0.0.15-2 - Source - Artifact Provision Update
2018-10-23  v1.0.0.15   - Source - PC Release

For more information read the official changelog. The card data is sourced from the game so every text error will be included.
This changelog only features balance changes.

New
Buff
Nerf
Rework
Adjustment
Tooltip fix (card was changed in previous version)

Changes

Cards: 40
Alchemy
Zeal. Order: Damage an enemy unit by 2 and Infuse it with "Whenever this unit receives a boost, damage self by 1".
Alchemy
Zeal. Order: Damage an enemy unit by 2 and Infuse it with "Whenever this unit receives a boost, damage self by 1".
Deploy: If your starting deck does not have cards with a provision cost of 10 or more, play the top unit, special, and artifact from your deck.
Ciri: Nova and Golden Nekker are excluded from this condition.
Deploy: If your starting deck does not have cards with a provision cost of 10 or more, play the top unit, special, and artifact from your deck.
Ciri: Nova and Golden Nekker are excluded from this condition.
Relict
Deploy (Melee): Each player Summons the highest-provision cost unit from their deck to their Melee row.
Deploy (Ranged): Each player Summons the lowest-provision cost unit from their deck to their Ranged row.
Relict
Deploy (Melee): Each player Summons the highest-provision cost unit from their deck to their Melee row.
Deploy (Ranged): Each player Summons the lowest-provision cost unit from their deck to their Ranged row.
Witcher
Timer 4: Draw a card.
Witcher
Timer 4: Draw a card.
Construct
This unit's power is always equal to its Armor.
Construct
This unit's power is always equal to its Armor.
Witcher
Deploy: Damage 3 enemy units by 1.
When you lose a round, move self back to your hand.
Witcher
Deploy: Damage 3 enemy units by 1.
When you lose a round, move self back to your hand.
Human, Cursed
At the end of your turn, if this card is in your graveyard, boost all units in your deck by 1, then Banish self.
Human, Cursed
At the end of your turn, if this card is in your graveyard, boost all units in your deck by 1, then Banish self.
Vampire
Deploy: Give an enemy unit Bleeding (4).
At the end of your turn, give Bleeding (2) to a random enemy unit without Bleeding.
Devotion: Bleeding on enemy units also triggers at the end of your turn.
Vampire
Deploy: Give an enemy unit Bleeding (4).
At the end of your turn, give Bleeding (2) to a random enemy unit without Bleeding.
Devotion: Bleeding on enemy units also triggers at the end of your turn.
Cursed
Summon 2 non-Neutral units without Veil from your deck to an allied row, then give them Doomed and Rupture.
Cursed
Summon 2 non-Neutral units without Veil from your deck to an allied row, then give them Doomed and Rupture.
Ogroid, Warrior
Deploy (Melee): Clash with the highest-power enemy unit.
Might: At the end of your turn, while in hand, gain 1 Armor.
Ogroid, Warrior
Deploy (Melee): Clash with the highest-power enemy unit.
Might: At the end of your turn, while in hand, gain 1 Armor.
Order: Spawn and play Buhurt.
Whenever you boost one or more enemy units during your turn, boost a random allied unit by 1.

This ability adds 16 provisions to your deck's provisions limit.
Order: Spawn and play Buhurt.
Whenever you boost one or more enemy units during your turn, boost a random allied unit by 1.

This ability adds 15 provisions to your deck's provisions limit.
Human, Cleric, Aristocrat
Doomed.
Deploy: Give Spying to 3 units with provision costs of 10 or less from your opponent's deck, then Spawn base copies of them into your deck. Boost self by 1 for each provision below the limit.
Order: Banish up to 3 cards from your starting deck from your deck.
While in hand or deck, evolve after you win a round.
Human, Cleric, Aristocrat
Doomed.
Deploy: Give Spying to 3 units with provision costs of 10 or less from your opponent's deck, then Spawn base copies of them into your deck. Boost self by 1 for each provision below the limit.
Order: Banish up to 3 cards from your starting deck from your deck.
While in hand or deck, evolve after you win a round.
Scenario
Doomed.
Scenario: Progress whenever you play an Aristocrat on your side of the battlefield.
Prologue: Spawn a Thirsty Dame on this row.
Chapter 1: Spawn and play Fangs of the Empire.
Chapter 2: Spawn and play Fangs of the Empire.
Scenario
Doomed.
Scenario: Progress whenever you play an Aristocrat on your side of the battlefield.
Prologue: Spawn a Thirsty Dame on this row.
Chapter 1: Spawn and play Fangs of the Empire.
Chapter 2: Spawn and play Fangs of the Empire.
Witcher
Deploy: Swap this unit's power with an enemy unit.
Adrenaline 2: Damage an enemy unit by 4 instead.
Witcher
Deploy: Swap this unit's power with an enemy unit.
Adrenaline 2: Damage an enemy unit by 4 instead.
Human, Aristocrat
Deploy: Sort the cards in your deck from the highest to the lowest provision cost.
At the start of the game, move self up by one position in the deck for each Tactic in your starting deck.
Human, Aristocrat
Deploy: Sort the cards in your deck from the highest to the lowest provision cost.
At the start of the game, move self up by one position in the deck for each Tactic in your starting deck.
Human, Soldier
Once all leader Charges are used up, Summon self from your deck to a random allied row. If you control at least 4 units with Flanking, play self instead and gain Zeal.
Order: Boost all allied Soldiers with Armor by 1.
Human, Soldier
Once all leader Charges are used up, Summon self from your deck to a random allied row. If you control at least 4 units with Flanking, play self instead and gain Zeal.
Order: Boost all allied Soldiers with Armor by 1.
Human, Agent
Deploy: Shuffle a card from your deck into your opponent's deck.
Order: Spawn a Drone at the bottom of your opponent's deck and set its power to the difference between the number of cards in the players' decks.
Whenever a card enters or leaves your opponent's deck, boost self by 1.
Human, Agent
Deploy: Shuffle a card from your deck into your opponent's deck.
Order: Spawn a Drone at the bottom of your opponent's deck and set its power to the difference between the number of cards in the players' decks.
Whenever a card enters or leaves your opponent's deck, boost self by 1.
Human, Mage
When moved to the top of your deck, boost a random allied unit by 2 and boost self by 2.
Human, Mage
When moved to the top of your deck, boost a random allied unit by 2 and boost self by 2.
Human, Mage, Agent
Order: Seize a bronze enemy unit, then move self to the opposite row.
Cooldown: 2
Human, Mage, Agent
Order: Seize a bronze enemy unit, then move self to the opposite row.
Cooldown: 2
Human, Soldier
Deploy: If your opponent has won a round this game, Spawn and play Battle Preparation.
Human, Soldier
Deploy: If your opponent has won a round this game, Spawn and play Battle Preparation.
Doomed. Immunity. Resilience.
Deploy: Create a legendary unit from your faction that is not in your starting deck 3 times, then shuffle them into your deck.
Order: Draw a unit of your choice and boost it by your hand size, then shuffle a card back into your deck.
While in hand or deck, evolve after you win a round.
Doomed. Immunity. Resilience.
Deploy: Create a legendary unit from your faction that is not in your starting deck 3 times, then shuffle them into your deck.
Order: Draw a unit of your choice and boost it by your hand size, then shuffle a card back into your deck.
While in hand or deck, evolve after you win a round.
Scenario
Doomed.
Scenario: Progress whenever you play a Siege Engine.
Prologue: Spawn a reinforced Trebuchet on your Ranged row.
Chapter 1: Spawn a Battering Ram on your Ranged row.
Chapter 2: Spawn and play Bombardment.
Scenario
Doomed.
Scenario: Progress whenever you play a Siege Engine.
Prologue: Spawn a reinforced Trebuchet on your Ranged row.
Chapter 1: Spawn a Battering Ram on your Ranged row.
Chapter 2: Spawn and play Bombardment.
Order: Reset an allied non-Neutral unit's Order ability.
At the start of the round, while in hand or deck, evolve.
Order: Reset an allied non-Neutral unit's Order ability.
At the start of the round, while in hand or deck, evolve.
Human, Soldier
Deploy: Damage an enemy unit by 2.
Order: Give an allied unit Zeal.
Cooldown: 3
Human, Soldier
Deploy: Damage an enemy unit by 2.
Order: Give an allied unit Zeal.
Cooldown: 3
Witcher
Melee: At the end of your turn, move self to the Ranged row and boost a random allied unit on this row by 1.
Ranged: At the end of your turn, move self to the Melee row and damage a random enemy unit on the opposite row by 1.
Adrenaline 3: Instead of a random unit, affect all other units on that row instead.
Witcher
Melee: At the end of your turn, move self to the Ranged row and boost a random allied unit on this row by 1.
Ranged: At the end of your turn, move self to the Melee row and damage a random enemy unit on the opposite row by 1.
Adrenaline 3: Instead of a random unit, affect all other units on that row instead.
Ambush: When your opponent plays a unit with 4 or less power, flip self.
At the end of your turn, boost adjacent units by [2]. When your opponent passes while this card is face-up, Lock self.
Spring: Boost a unit in your hand by [6], then Lock self.
Whenever your opponent passes, decrease the boost values by 1.
Ambush: When your opponent plays a unit with 4 or less power, flip self.
At the end of your turn, boost adjacent units by [2]. When your opponent passes while this card is face-up, Lock self.
Spring: Boost a unit in your hand by [6], then Lock self.
Whenever your opponent passes, decrease the boost values by 1.
Echo.
Damage an enemy unit by 2, then play a Warrior from your deck with a provision cost of 7 or less.
Deathblow: Play a Warrior from your deck instead.
Bloodthirst 3: Always trigger the Deathblow ability.
Echo.
Damage an enemy unit by 2, then play a Warrior from your deck with a provision cost of 7 or less.
Deathblow: Play a Warrior from your deck instead.
Bloodthirst 3: Always trigger the Deathblow ability.
Deploy: Damage an enemy unit by 1. Repeat until the target is damaged.
Deploy: Damage an enemy unit by 1. Repeat until the target is damaged.
Human, Cultist, Druid
Deploy: Boost self by 2 for each unique Beast in your graveyard.
Human, Cultist, Druid
Deploy: Boost self by 2 for each unique Beast in your graveyard.
Human, Warrior
Deploy (Melee): Damage an enemy unit by twice the number of damaged enemies.
Human, Warrior
Deploy (Melee): Damage an enemy unit by twice the number of damaged enemies.
Beast, Cursed, Pirate
Deploy: Damage 3 units by 1, then Spawn a Seagull in your graveyard for each target that is damaged or destroyed.
When an enemy unit is destroyed, Summon self from your graveyard to your Ranged row, then gain Doomed.
Beast, Cursed, Pirate
Deploy: Damage 3 units by 1, then Spawn a Seagull in your graveyard for each target that is damaged or destroyed.
When an enemy unit is destroyed, Summon self from your graveyard to your Ranged row, then gain Doomed.
Human, Warrior
Veteran.
Deploy: Increase the damage of your Raid cards by 1 for the rest of the game.
Human, Warrior
Veteran.
Deploy: Increase the damage of your Raid cards by 1 for the rest of the game.
Whenever Rain or Storm damages enemy units, boost self by the damage dealt.
Whenever Rain or Storm damages enemy units, boost self by the damage dealt.
Human, Cursed, Pirate
Deploy: Infuse an enemy unit with "Deathwish: Spawn Cataclysm on this row for 2 turns", then Spawn Cataclysm on its row for 1 turn.
Human, Cursed, Pirate
Deploy: Infuse an enemy unit with "Deathwish: Spawn Cataclysm on this row for 2 turns", then Spawn Cataclysm on its row for 1 turn.
Human, Warrior
Whenever an adjacent unit takes damage, boost self by 1.
Human, Warrior
Whenever an adjacent unit takes damage, boost self by 1.
Human, Pirate
Deploy: Damage an enemy unit by 2.
Exposed: Damage a random enemy unit by 2.
Human, Pirate
Deploy: Damage an enemy unit by 2.
Exposed: Damage a random enemy unit by 2.
Human, Knight, Firesworn
Veil.
Zeal. Order (Melee): Spawn a Flaming Rose Footman on this row.
At the end of your turn, if the Order is not used, gain 1 Coin.
Human, Knight, Firesworn
Veil.
Zeal. Order (Melee): Spawn a Flaming Rose Footman on this row.
At the end of your turn, if the Order is not used, gain 1 Coin.
Profit 5.
While in your graveyard, whenever you reach 0 Coins, remove a Counter.
When the Counter reaches 0, gain 4 Coins.
Counter: 6
Profit 5.
While in your graveyard, whenever you reach 0 Coins, remove a Counter.
When the Counter reaches 0, gain 4 Coins.
Counter: 6
Human
Profit 1.
Tribute 4 (Melee): Create and play a bronze 4-provision Crime.
Tribute 5 (Ranged): Create and play a bronze 5-provision Crime.
Human
Profit 1.
Tribute 4 (Melee): Create and play a bronze 4-provision Crime.
Tribute 5 (Ranged): Create and play a bronze 5-provision Crime.
Human, Firesworn, Cleric
Ranged: Whenever you Spawn one or more units on the battlefield, gain 1 Coin.
Tribute 2: Boost self by 2.
Human, Firesworn, Cleric
Ranged: Whenever you Spawn one or more units on the battlefield, gain 1 Coin.
Tribute 2: Boost self by 2.